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i honestly dont get how this occured, maybe unique reaction between the layers of varius types of metals and thermal capacity over thermal conductivity? the copper metal tile suddenly started skyrocketing in temperature, without lowering ambient temperature in the local area, but i do believe it actually MAGNETIZING the global temperature of the entire asteroid at very small amounts, like .000001 per tile the thermo regulators are literally pumping nothing, havnt even been primed or received gas yet. the pipes are radiant pipes made of aluminum temperature is going up 1 f per second on each tile the ambient red temperature is not local, its being sucked up INTO the copper metal tiles and then dispersing OUT to the nearby air the thermo regulator units are made of aluminum the mesh tile is made of aluminum the heavy watt wire used above and below the sandwich layer are copper the peltier plates are made of copper gas density average is 25 grams --does anyone have a suggestion on how to properly slow or halt this transaction? the effect is probably super usefull if i had thermium, but i havnt even launched yet in this game run --also could use any insight as to why this is happening. likely its not a bug but a accidental real world effect that science has yet to explain.
This topic will presumably raise some concerns and heated arguments, but lets try to keep it civil shall we? I'd like to raise a question against the current strategy of kiting and it's role in this game. Personally I can understand why kiting is a legitimate tactic, because it's using some dodging, timing, and dedication. I however thing that kiting makes the game flat out easy, you can kite almost everything and avoid being in any real danger. The only time when monsters are actually challenging is when they attack in a large group thus making kiting a bit more chaotic and hectic, like say a large Hound attack. Every monster is currently nullified by the kiting tactic thus they are no threat, so I'd like to see some changes in the current monsters attack pattern ( adding some random elements to attack ) or another solution that makes kiting less viable ( though not useless ), i.e as an effect of random attack patterns, kiters will have a harder time dodging, though not impossible. Adding monsters that functions as anti-kiters like for example an ranged monster, that is relativly fast in it's attack animation ( not attack speed but the projectile ) making it necessary to close in fast and kill them rather than running around. This would need a bit of refining but I think my point is clear by this time. The Jumping Spiders is currently a good candidate for this, hopefully we will get a bit more of these. Lastly I myself is an abusive kiter, it's easy, it yields large quantities of food for little to no cost ( except durability of weapons ) making kiting an extremely rewarding ( so rewarding it makes surviving to easy ). So people, discuss! Do you think we need to do something about kiting? Is it fine the way it is? Ect ect...
This item picks up every loose item in an area around your character and puts it into you inventory and degrades when used. Expensive to craft e.g 10 gold 2 rope and loses 10% durability after every use. This will solve the items out of bounds problem, will help gathering resources and if you happen to die in the middle of a spider infested area, it will no longer be impossible to recover your dropped items. Worn the same as the other amulet so you cant wear a log suit while trying to use the amulet. Any thoughts?